SGOTM 21 - The Shawshank Redemption

Would anyone give me the green light to move the spy NW and camp in amsterdam T74-79, steal on T80? We could buy info that turn then too.

We'd lost track of what he's researching.
 
Would anyone give me the green light to move the spy NW and camp in amsterdam T74-78, steal on T79? We could buy info that turn then too.
Sure, green light. I'd still like to see some unit exploring north of Clams. We're already really late exploring and if there's good settling sites up there we want to know it, especially gold, marble or stone.
 
Sure, green light. I'd still like to see some unit exploring north of Clams. We're already really late exploring and if there's good settling sites up there we want to know it, especially gold, marble or stone.
Note, however, by comparison that stealing CoL in Amsterdam should cost about 419eps or in Shaka Sheep, gifted to Willem, about 213 eps.

I think we could use those eps in more ways than just for gold at a lousy conversion rate.

You decide. We can always use the espionage slider if we want to steal techs.
 
I'm not sure we shoulda refused Willy. I don't recall what he demanded, but we'd be close to Friendly with that +2 point swing.
 
Guess we'd have to kill him in that case, the sneak.

What are your thoughts on going down on Willem or keeping him as a trade partner?

hmm... There are 9 AI, so plenty of trading partners. After we know we don't need any more info, we probably kill him. Unless he's mowed down all those forests already. That's another great reason to gift cities. It keeps the workers busy roading instead of chopping.

random daydreaming...
A little later, we could chain gift him CornCity and newly settled NorthFish. Then immediately take back corncity and some of his core and workers. Cease Fire- leaving him NorthFish and one other city for a while.
...or something less complicated...kill them all!
 
Note, however, by comparison that stealing CoL in Amsterdam should cost about 419eps or in Shaka Sheep, gifted to Willem, about 213 eps.

I think we could use those eps in more ways than just for gold at a lousy conversion rate.

You decide. We can always use the espionage slider if we want to steal techs.

hmm...
It would send the spy all the way back to start :(

and it could get caught.

and it could fail (16% chance)

and then there's the problem where Willy has too much gold. We need to steal all or none. If our EPs are not high enough, we don't get the option to steal anything :(.

So, thx for the green light, but I doubt I'll do it unless someone else wants to.

edit: I also don't want to build a scout, so the spy should probably jump on the boat.
 
Willi had demanded Alpha, back at the time it was our biggest (by far) trading chip. If he had asked for anything else, we probably would have accepted.

I like stealing whatever gold we can get from Willy. Yes, we can get a better rate on tech, but we can also get the tech in trades more easily.

I also am convinced we should whip out Willy once we have all the clues... Indeed, I would be tempted to gift him a city in our NE, and whip him out before even buying the remaining clues, except for that one city.... Then, buy much of the final clues with workers, and immediatly get them back by whipping out his final cities.
 
Wille only has 3 cities right now, so no chain-gifting needed yet. I'd rather gift him Shaka Sheep, though, so we don't have to waste 100h on a settler. Shaka Sheep is too far from the 2 Wille cities we know about. We'll see what happens. Why are AIs settling so slowly?
 
I'm not seeing any reason to hold up play. I'm gonna press on. Not sure about the spy yet.
I can probably get a scout on the galley T82 instead of the spy now that Clams wb#2 comes from Corncity. I'll turn the orginal clams#2 wb into a scout.
 
ok, signs would be nice in the future.
We need roads for military anyway, so...

Worker #4 (2 mine plan)
SW
road 2t
NW
mine
S-road
E-Mine
road GC-N

for the record, I"m going with:

SW
mine first
road 2t (since we're there...again)
NW
mine
S-road
(then maybe road west or cottage GC)
 
For the record, I had earlier recommended a scout to go into Lizzie's land and hopefully continue onward into other AI lands, eventually, meeting whoever's on our landmass. Point being, it's relatively safe for the scout inside their culture.

I'm less certain sending a scout to the north, which seems to be virgin land, is safe. So when I requested another unit to replace the spy, I was thinking one of the warriors up there.

Currently, Amsterdam shows we need 3 hundred some eps to steal gold. Did that change after we gifted him the gold? Another possibility is to steal it from a city with less population. One other drawback from making this attempt, btw, is we could also pick up a negmod in addition to failing. All of that is far less likely when we gift a city with our culture in it and with the spy already fortified for 50%.
 
Turnset Report T72 -

T72

Isabella is +7 towards us :D
Yes, we had a date, and I was that good ;)
I taught her how to write (she demanded it.) She won't trade anything anyway and only has 10 gold.

Our NE land is fully defogged now. (obviously not the water.)

T73

Great News! Willy will trade IW+65 for Alpha. We have not moved our settler yet, so it'd be nice to see Iron first.

Trade made.
Even with all the new land I reavealed, there is only one iron.
Spoiler :


Poly is available for trade

Stopping to plan HBR war.

Log:
Spoiler :
Here is your Session Turn Log from 1160 BC to 1080 BC:

Turn 71, 1160 BC: Sparta has grown to size 6.
Turn 71, 1160 BC: Sparta has become unhappy.
Turn 71, 1160 BC: The borders of Fish Island are about to expand.
Turn 71, 1160 BC: Mansa Musa will trade Mysticism
Turn 71, 1160 BC: Will Sign Open Borders: Mansa Musa
Turn 71, 1160 BC: You have discovered Mysticism!
Turn 71, 1160 BC: Willem van Oranje has 100 gold available for trade.
Turn 71, 1160 BC: Shaka is the worst enemy of Isabella.
Turn 71, 1160 BC: The borders of Fish Island are about to expand.
Turn 71, 1160 BC: Shaka will trade Sheep
Turn 71, 1160 BC: Willem van Oranje will trade Deer
Turn 71, 1160 BC: Will Sign Open Borders: Mansa Musa
Turn 71, 1160 BC: Willem van Oranje has 100 gold available for trade.
Turn 71, 1160 BC: Shaka is the worst enemy of Isabella.
Turn 71, 1160 BC: The borders of Fish Island are about to expand.
Turn 71, 1160 BC: Shaka will trade Sheep
Turn 71, 1160 BC: Willem van Oranje will trade Deer
Turn 71, 1160 BC: Will Sign Open Borders: Mansa Musa
Turn 71, 1160 BC: Athens will grow to size 4 on the next turn.
Turn 71, 1160 BC: You have trained a Settler in Sparta. Work has now begun on a Library.
Turn 71, 1160 BC: The borders of Fish Island have expanded!
Turn 71, 1160 BC: Elizabeth has founded Hastings in a distant land.

Turn 72, 1120 BC: Athens has grown to size 4.
Turn 72, 1120 BC: Athens can hurry Work Boat for 1⇴ with 23ℤ overflow and +1⇤ for 39 turns.
Turn 72, 1120 BC: GemsCity can hurry Work Boat for 1⇴ with 26ℤ overflow and +1⇤ for 22 turns.
Turn 72, 1120 BC: Sparta can hurry Library for 1⇴ with 15ℤ overflow and +1⇤ for 19 turns.
Turn 72, 1120 BC: Mansa Musa will trade Polytheism
Turn 72, 1120 BC: Elizabeth will trade Polytheism
Turn 72, 1120 BC: Willem van Oranje will trade Polytheism
Turn 72, 1120 BC: Mansa Musa will trade Pig, Sheep
Turn 72, 1120 BC: Clearing a Forest has created 20 ℤ for Fur Island.
Turn 72, 1120 BC: GemsCity will grow to size 4 on the next turn.
Turn 72, 1120 BC: You have constructed a Library in Sparta. Work has now begun on a Warrior.

Turn 73, 1080 BC: GemsCity has grown to size 4.
Turn 73, 1080 BC: Fur Island can hurry Granary for 1⇴ with 16ℤ overflow and +1⇤ for 10 turns.
Turn 73, 1080 BC: Willem van Oranje will trade Iron Working
Turn 73, 1080 BC: You have discovered Iron Working!
Turn 73, 1080 BC: Shaka is the worst enemy of Isabella.
Turn 73, 1080 BC: Mansa Musa will trade Polytheism
Turn 73, 1080 BC: Elizabeth will trade Polytheism
Turn 73, 1080 BC: Willem van Oranje will trade Polytheism
Turn 73, 1080 BC: Mansa Musa will trade Pig, Sheep
Turn 73, 1080 BC: Shaka will trade Sheep
Turn 73, 1080 BC: Willem van Oranje will trade Deer
Turn 73, 1080 BC: Shaka is the worst enemy of Isabella.
Turn 73, 1080 BC: Mansa Musa will trade Polytheism
Turn 73, 1080 BC: Elizabeth will trade Polytheism
Turn 73, 1080 BC: Willem van Oranje will trade Polytheism
Turn 73, 1080 BC: Mansa Musa will trade Pig, Sheep
Turn 73, 1080 BC: Shaka will trade Sheep
Turn 73, 1080 BC: Willem van Oranje will trade Deer
Turn 73, 1080 BC: Shaka is the worst enemy of Isabella.
Turn 73, 1080 BC: Mansa Musa will trade Polytheism
Turn 73, 1080 BC: Elizabeth will trade Polytheism
Turn 73, 1080 BC: Willem van Oranje will trade Polytheism
Turn 73, 1080 BC: Mansa Musa will trade Pig, Sheep
Turn 73, 1080 BC: Shaka will trade Sheep
Turn 73, 1080 BC: Willem van Oranje will trade Deer
Turn 73, 1080 BC: Shaka is the worst enemy of Isabella.
Turn 73, 1080 BC: Mansa Musa will trade Polytheism
Turn 73, 1080 BC: Elizabeth will trade Polytheism
Turn 73, 1080 BC: Willem van Oranje will trade Polytheism
Turn 73, 1080 BC: Mansa Musa will trade Pig, Sheep
Turn 73, 1080 BC: Shaka will trade Sheep
Turn 73, 1080 BC: Willem van Oranje will trade Deer
Turn 73, 1080 BC: Corinth has been founded.
uploaded.
 
For the record, I had earlier recommended a scout to go into Lizzie's land and hopefully continue onward into other AI lands, eventually, meeting whoever's on our landmass. Point being, it's relatively safe for the scout inside their culture.

I'm less certain sending a scout to the north, which seems to be virgin land, is safe. So when I requested another unit to replace the spy, I was thinking one of the warriors up there.

Currently, Amsterdam shows we need 3 hundred some eps to steal gold. Did that change after we gifted him the gold? Another possibility is to steal it from a city with less population. One other drawback from making this attempt, btw, is we could also pick up a negmod in addition to failing. All of that is far less likely when we gift a city with our culture in it and with the spy already fortified for 50%.

I'm officially skipping the steal. I don't want to lose info on what tech he's researching. Stealing from a low pop city won't get us much gold. With no roads yet, it's a long trip back.

I can put the warrior on the boat too. But the scout could easly jump off in Liz's land.
It'd be nice to have someone to ride along and explore the north. When will barb galleys spoil our fun?
 
I think barb galleys will start spawning some time in the T85-t95 range, but it could be earlier. That's another reason to get our northeast fully defogged, including coastal waters. A barb galley there could wreak havoc on our seafood. Unless of course, we want to build a trireme and start collecting XP. :)
 
Next turn I'll pause briefly T73 to re-visit a furisland whip.
I see that I could have Athens work the Fur tile and still get the wb out for fishisland.
I didn't like leaving the fur unworked before.
 
Willy will trade IW+65 for Alpha. We have not moved our settler yet, so it'd be nice to see Iron first. No one else will trade it.

Do it obviously, yes?
 
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